To be entirely fair, chances were that he didn't know what he was doing and nobody wanted to help him. And at least he's trying to get them into gmod himself instead of bitching at RTB or someone to do it. So yeah, so yeah, best not to think too harshly of him. He probably had no direction or help at all.

I've been trying to get the N64 models for Nidorino (mostly due to his stocky structure being easy to rig) however, there's a bit of a problem with the UV mapping on the textures. Anyone who's worked with N64 models will know that the texture porting from 1964 is less than perfect. However, it seems in the case of things like spots that they can't be fixed without moving around all the UVs and everything.

I'm planning to resort to PBR instead (if my laptop can run dolphin that is) unless I can get someone to extract the models and textures. Again, just the plain unrigged modles and textures is all I need. If not, does anyone know how to get certain pokemon to show up in PBR, specifically the Nidorans and Nidorin@?

When using 3DripperDX I just wanna know two things. First of all, what format does it export in? And second, does it still have to be texturefixed and hand-rigged?

I'm just asking because I found a PBR save with all the pokemon on them, the models themselves can be viewed by checking storage in-game. However I wanna know if it's worth installing 3dripperdx for this since I don't actually have 3DSmax, only Blender and Milkshape.

3DRipperDX exports in .obj and .mtl, with .obj (un-rigged) as the geometry and .mtl as the materials/textures. Blender takes .obj fine, but the textures can be a bit iffy when it comes to showing up properly: it'll either be correct or not. Give it a try and see how it goes.

Gave it a try. Didn't work out. Basically any attempt at viewing textures makes it all black. Though more annoyingly, it treats the whole thing as a single object so I can't seperate what I want from any of the things I don't want (such as the huge-ass arena)

No clue. It still runs though. Albeit slowly but that's probably because I'm on a laptop. Though it seems that capturing via the menu might lead to a "squished" model. Well it might have been like that in battle too, I couldn't see past the massive dome. >.>

it came with an smd so it was easy i tested the ragdoll out in gmod quite the goodness i got to say rtb

This is why Buneary needs more work in order to be set up properly:

First one doesn't work because it has four ears. Second one doesn't work because simply scaling down one ear and one curl leaves a hole in its "curl". Third one's proper, as it uses a combination of both the curl and ear for the proper appearance.

oh, yeah! you just reminded me! with some pokemon like gastly, with the smoke, why not just make the smoke poseable? like have it be like charmander's fire, but be pose able?

Can't. Gastly's "gas" is a particle effect rendered in-game. It's not actually a part of its model, and I haven't located the textures for it (or have any sort of idea on how to make custom particles for GMod).

First one doesn't work because it has four ears. Second one doesn't work because simply scaling down one ear and one curl leaves a hole in its "curl". Third one's proper, as it uses a combination of both the curl and ear for the proper appearance.

Basically an "unofficial SVN build" of Dolphin or something along those lines.

Can't. Gastly's "gas" is a particle effect rendered in-game. It's not actually a part of its model, and I haven't located the textures for it (or have any sort of idea on how to make custom particles for GMod).

i know how to make particle effects with other pictures. i can take the smoke and/or fire particles, edit them, and make them perfect for gasltly

I can get and fix the model myself easy enough in milkshape3d. That bit is not a problem. Now the new issue is textures. Mostly since they don't already load on, and the textures are all exported as dds, so I'm pretty sure I won't be able to read them or anything. And it rips a LOT of dds files, regardless of whether the textures appeared in the frame or not. Anyone able to help with that?

Okay, actually managed to get myself 3DS max. Odd problem though, when I import the 3DR the model comes out with a strange skew... anything I need to do in settings or something?

[QUOTE=RTB;35776773]This is why Buneary needs more work in order to be set up properly:

First one doesn't work because it has four ears. Second one doesn't work because simply scaling down one ear and one curl leaves a hole in its "curl". Third one's proper, as it uses a combination of both the curl and ear for the proper appearance.
ok first of all the 2nd one with only 1 ear is not what i did 2nd how did you do the 3rd one i plan on that 3rd how did you do the smoothing AND LASTLY WHEN IS MY QUEUE GOING TO BE ADDEDI GOT MY OWN QUEUE YOU KNOW

ok first of all the 2nd one with only 1 ear is not what i did 2nd how did you do the 3rd one i plan on that 3rd how did you do the smoothing AND LASTLY WHEN IS MY QUEUE GOING TO BE ADDEDI GOT MY OWN QUEUE YOU KNOW

1. Well, how did you set up your GMod Buneary model, then?

2. The third image is using the ear positions/rotations from one of its animations in PokéPark, which is considered to be "correct".

3. If you're using 3DS Max... Add a "Smooth" modifier, and click on the "1" button (or, depending on the model, try "Auto Smooth" -- Bronzong seems to work fairly well with that, but others may be a bit blocky as a result). Then add an "Edit Normals" modifier, press CTRL + A to select all the normals, then click "Reset". Bam, fixed normals. I blame Mighty Jetters and Roxas358 for that, since they just basically batch-converted the models from PokéPark (2) without bothering to check for any problems...

4. CAPS LOCK IS -- you get the point. I'm not gonna add your queue to the first post until you fix up the problems with your first pack. Ask ApocHedgie for more help with that, and if you really don't know how to set up bodygroups, I can always do so for you.

Oh, and also... Keep your sizes consistent, brewster12! Every Pokémon in PokéPark Wii is actual size in comparison to each other. All of the models that Apoc, Treevis and I ported are 433.071% scale. Kind of an odd size, but it makes them as close to the PokéDex's size as possible. Your Misdreavus and Roggenrola are too small, your Yamask is close, but not quite, and your Whirlipede and Bronzong are too big. Scale ALL of them to the same size, don't randomly make some of them bigger or smaller!

Okay then! Got the model all nice, textures ripped (including eye frames I didn't even get from the frames, goodie!

However, organising textures and such into bodygroups, or just fixing the screwed up UV mapping isn't something I'm actually experienced at. For that reason, would anyone mind doing a quick texture fix (well, UV fix) on this? http://www.filedropper.com/nidoranf

Well if nobody's gonna do it, is there any way the textures/uvs can be merged (any program will do) while still making the textures look so good? Whenever I merge in blender it makes all the textures stretched and ugly...

Well, judging by the fact that most of Battle Revolution's models models are the same as they were in Colossuem or the Pokémon Stadium games, and 3DVia Printscreen gets the Colosseum models in T-pose, that would be one of the cases where it'd be a better idea to get it from an earlier game. Since PBR has that weird "vertex keyframe" animation format, it doesn't get the models in T-pose, even with 3DVia.

Well, judging by the fact that most of Battle Revolution's models models are the same as they were in Colossuem or the Pokémon Stadium games, and 3DVia Printscreen gets the Colosseum models in T-pose, that would be one of the cases where it'd be a better idea to get it from an earlier game, since PBR has that weird "vertex keyframe" animation format and doesn't T-pose even with 3DVia.

3Dvia? Hmm, could you PM me the save file/whatever you're using to even see these models?

Okay then! Got the model all nice, textures ripped (including eye frames I didn't even get from the frames, goodie!

However, organising textures and such into bodygroups, or just fixing the screwed up UV mapping isn't something I'm actually experienced at. For that reason, would anyone mind doing a quick texture fix (well, UV fix) on this? http://www.filedropper.com/nidoranf

Then I can get to actually rigging and shiz. C:

I tried fixing the UV, the I messed up and messed up the entire model.